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Games - Eastern Europe

Eastern Europe
  • In Eastern Europe, revenue in the Games market is projected to reach US$6.88bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.96%, resulting in a projected market volume of US$11.06bn by 2029.
  • In a global context, most revenue will be generated United States, with an expected figure of US$128.10bn in 2024.
  • Within the Games market in Eastern Europe, the number of users is anticipated to amount to 68.1m users by 2029.
  • User penetration is forecasted to be 24.7% in 2024 and is expected to reach 28.9% by 2029.
  • The average revenue per user (ARPU) is projected to amount to [arpu_firstmarket_yeartoday].
  • As Eastern Europe's gaming market continues to expand, Poland emerges as a key player, driving innovation and attracting international investment in game development.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops

Out-Of-Scope

  • Demo/Trial versions of video games
  • Free-to-play gaming apps
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Games market in Eastern Europe has been experiencing significant growth and development in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this positive trajectory. Customer preferences in Eastern Europe have played a crucial role in driving the growth of the Games market. The region has a large and diverse population, with a strong interest in gaming. Eastern European consumers have shown a preference for both traditional console gaming and mobile gaming, making it a multi-platform market. This wide range of preferences has led to a diverse and thriving gaming industry in the region. Trends in the market have also contributed to the growth of the Games market in Eastern Europe. One notable trend is the increasing popularity of online multiplayer games. Eastern European gamers have shown a strong interest in connecting with other players from around the world, leading to a surge in online gaming communities. This trend has created opportunities for game developers to create engaging multiplayer experiences tailored to the Eastern European market. Another trend in the Games market in Eastern Europe is the rise of esports. Esports tournaments and events have gained popularity in the region, attracting a large and dedicated fan base. This has led to increased investment in esports infrastructure and the emergence of professional esports teams. The growing esports scene has not only boosted the Games market but also contributed to the overall development of the gaming industry in Eastern Europe. Local special circumstances have also played a role in the growth of the Games market in Eastern Europe. One such circumstance is the relatively low cost of living in the region compared to Western Europe. This has made gaming more accessible to a wider audience, as it is a relatively affordable form of entertainment. Additionally, the high level of technological infrastructure in Eastern European countries has facilitated the growth of the Games market, allowing for smooth online gaming experiences and the adoption of new gaming technologies. Underlying macroeconomic factors have also contributed to the development of the Games market in Eastern Europe. The region has experienced steady economic growth in recent years, leading to an increase in disposable income for many consumers. This has allowed for greater spending on leisure activities, including gaming. Additionally, the rise of digital distribution platforms and the increasing availability of high-speed internet have made it easier for Eastern European consumers to access and purchase games. In conclusion, the Games market in Eastern Europe has experienced significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The region's diverse population, interest in gaming, and preference for both console and mobile gaming have contributed to a thriving gaming industry. The popularity of online multiplayer games and esports has further fueled the growth of the Games market. Local special circumstances, such as the relatively low cost of living and high technological infrastructure, have made gaming more accessible in the region. Finally, the region's steady economic growth and the rise of digital distribution platforms have created a favorable environment for the Games market to flourish in Eastern Europe.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

    Modeling approach / market size:

    The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

    Forecasts:

    We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

    Additional notes:

    The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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